Updated Assimp

Added initial behavior for ImageAssets to hold a list of GFX resources of different texture profiles to avoid mem leaks with incorrect-typed usages
Added function to ImageAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found
Added function to ShapeAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found
Disabled fields for dynamic and static shadowmap refresh rates
Moved noShape model to core/rendering/shapes to place it in a more logical module position
Added an include to avoid undefined type compile error and removed unneeded semicolon from zone code
Added call to reload probe textures when a reloadTextures call is made
Adjusted default directional light shadowmap settings to not be as extreme
Added utility function to probe manager to allow any class to request a 'best fit' list of probes that would affect a given location, allowing other classes such as fog or particles to utilize IBL. Also updated probeManager's forward rendering to utilize same function to reduce code duplication.
Shifted shape loader code to utilize assimp for loader consistency and testing
Changed render bin used for SSAO postfx so it runs at the right time
Made Core_Rendering module scan for assets
Updated loose file references to a number of assets to follow proper formatting
Refactored asset import code to follow a more consistent object heirarchy structure on importing assets, allowing more reliable cross-referencing between inbound items
Updated asset import logic for materials/images so that they properly utilize ImageType. Images correctly save out the assigned image type, materials reference the images' type to know what map slot they should be used in. Importer logic also updated to better find-and-add associated images based on type.
Cleaned up a bunch of old, outdated code in the asset importer
Added initial handling for in-place importing of files without needing to process them through the UI.
Added ability to edit module script from RMB context menu if torsion path is set
Updated list field code for variable inspector to utilize correct ownerObject field
This commit is contained in:
Areloch 2020-03-19 09:47:38 -05:00
parent 2d015bc426
commit 6ade6f08ce
545 changed files with 15077 additions and 8437 deletions

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@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
Copyright (c) 2006-2020, assimp team
All rights reserved.

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@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
Copyright (c) 2006-2020, assimp team
All rights reserved.

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@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
Copyright (c) 2006-2020, assimp team
All rights reserved.
@ -110,10 +110,7 @@ struct Object {
std::vector<unsigned int> m_Meshes;
//! \brief Default constructor
Object()
: m_strObjName("") {
// empty
}
Object() = default;
//! \brief Destructor
~Object() {
@ -191,16 +188,12 @@ struct Material {
, illumination_model (1)
, ior ( ai_real( 1.0 ) )
, transparent( ai_real( 1.0), ai_real (1.0), ai_real(1.0)) {
// empty
for (size_t i = 0; i < TextureTypeCount; ++i) {
clamp[ i ] = false;
}
std::fill_n(clamp, static_cast<unsigned int>(TextureTypeCount), false);
}
// Destructor
~Material() {
// empty
}
~Material() = default;
};
// ------------------------------------------------------------------------------------------------

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@ -3,7 +3,7 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
Copyright (c) 2006-2020, assimp team
@ -175,15 +175,15 @@ void ObjFileImporter::CreateDataFromImport(const ObjFile::Model* pModel, aiScene
ai_assert(false);
}
if (pModel->m_Objects.size() > 0) {
if (!pModel->m_Objects.empty()) {
unsigned int meshCount = 0;
unsigned int childCount = 0;
for(size_t index = 0; index < pModel->m_Objects.size(); ++index) {
if(pModel->m_Objects[index]) {
for (auto object : pModel->m_Objects) {
if(object) {
++childCount;
meshCount += (unsigned int)pModel->m_Objects[index]->m_Meshes.size();
meshCount += (unsigned int)object->m_Meshes.size();
}
}
@ -365,8 +365,8 @@ aiMesh *ObjFileImporter::createTopology( const ObjFile::Model* pModel, const Obj
unsigned int outIndex( 0 );
// Copy all data from all stored meshes
for (size_t index = 0; index < pObjMesh->m_Faces.size(); index++) {
ObjFile::Face* const inp = pObjMesh->m_Faces[ index ];
for (auto& face : pObjMesh->m_Faces) {
ObjFile::Face* const inp = face;
if (inp->m_PrimitiveType == aiPrimitiveType_LINE) {
for(size_t i = 0; i < inp->m_vertices.size() - 1; ++i) {
aiFace& f = pMesh->mFaces[ outIndex++ ];
@ -385,7 +385,7 @@ aiMesh *ObjFileImporter::createTopology( const ObjFile::Model* pModel, const Obj
}
aiFace *pFace = &pMesh->mFaces[ outIndex++ ];
const unsigned int uiNumIndices = (unsigned int) pObjMesh->m_Faces[ index ]->m_vertices.size();
const unsigned int uiNumIndices = (unsigned int) face->m_vertices.size();
uiIdxCount += pFace->mNumIndices = (unsigned int) uiNumIndices;
if (pFace->mNumIndices > 0) {
pFace->mIndices = new unsigned int[ uiNumIndices ];
@ -446,13 +446,10 @@ void ObjFileImporter::createVertexArray(const ObjFile::Model* pModel,
// Copy vertices, normals and textures into aiMesh instance
bool normalsok = true, uvok = true;
unsigned int newIndex = 0, outIndex = 0;
for ( size_t index=0; index < pObjMesh->m_Faces.size(); index++ ) {
// Get source face
ObjFile::Face *pSourceFace = pObjMesh->m_Faces[ index ];
for (auto sourceFace : pObjMesh->m_Faces) {
// Copy all index arrays
for ( size_t vertexIndex = 0, outVertexIndex = 0; vertexIndex < pSourceFace->m_vertices.size(); vertexIndex++ ) {
const unsigned int vertex = pSourceFace->m_vertices.at( vertexIndex );
for (size_t vertexIndex = 0, outVertexIndex = 0; vertexIndex < sourceFace->m_vertices.size(); vertexIndex++ ) {
const unsigned int vertex = sourceFace->m_vertices.at(vertexIndex );
if ( vertex >= pModel->m_Vertices.size() ) {
throw DeadlyImportError( "OBJ: vertex index out of range" );
}
@ -464,8 +461,8 @@ void ObjFileImporter::createVertexArray(const ObjFile::Model* pModel,
pMesh->mVertices[ newIndex ] = pModel->m_Vertices[ vertex ];
// Copy all normals
if ( normalsok && !pModel->m_Normals.empty() && vertexIndex < pSourceFace->m_normals.size()) {
const unsigned int normal = pSourceFace->m_normals.at( vertexIndex );
if ( normalsok && !pModel->m_Normals.empty() && vertexIndex < sourceFace->m_normals.size()) {
const unsigned int normal = sourceFace->m_normals.at(vertexIndex );
if ( normal >= pModel->m_Normals.size() )
{
normalsok = false;
@ -484,9 +481,9 @@ void ObjFileImporter::createVertexArray(const ObjFile::Model* pModel,
}
// Copy all texture coordinates
if ( uvok && !pModel->m_TextureCoord.empty() && vertexIndex < pSourceFace->m_texturCoords.size())
if ( uvok && !pModel->m_TextureCoord.empty() && vertexIndex < sourceFace->m_texturCoords.size())
{
const unsigned int tex = pSourceFace->m_texturCoords.at( vertexIndex );
const unsigned int tex = sourceFace->m_texturCoords.at(vertexIndex );
if ( tex >= pModel->m_TextureCoord.size() )
{
@ -502,16 +499,16 @@ void ObjFileImporter::createVertexArray(const ObjFile::Model* pModel,
// Get destination face
aiFace *pDestFace = &pMesh->mFaces[ outIndex ];
const bool last = ( vertexIndex == pSourceFace->m_vertices.size() - 1 );
if (pSourceFace->m_PrimitiveType != aiPrimitiveType_LINE || !last) {
const bool last = (vertexIndex == sourceFace->m_vertices.size() - 1 );
if (sourceFace->m_PrimitiveType != aiPrimitiveType_LINE || !last) {
pDestFace->mIndices[ outVertexIndex ] = newIndex;
outVertexIndex++;
}
if (pSourceFace->m_PrimitiveType == aiPrimitiveType_POINT) {
if (sourceFace->m_PrimitiveType == aiPrimitiveType_POINT) {
outIndex++;
outVertexIndex = 0;
} else if (pSourceFace->m_PrimitiveType == aiPrimitiveType_LINE) {
} else if (sourceFace->m_PrimitiveType == aiPrimitiveType_LINE) {
outVertexIndex = 0;
if(!last)
@ -520,7 +517,7 @@ void ObjFileImporter::createVertexArray(const ObjFile::Model* pModel,
if (vertexIndex) {
if(!last) {
pMesh->mVertices[ newIndex+1 ] = pMesh->mVertices[ newIndex ];
if ( !pSourceFace->m_normals.empty() && !pModel->m_Normals.empty()) {
if (!sourceFace->m_normals.empty() && !pModel->m_Normals.empty()) {
pMesh->mNormals[ newIndex+1 ] = pMesh->mNormals[newIndex ];
}
if ( !pModel->m_TextureCoord.empty() ) {
@ -563,13 +560,11 @@ void ObjFileImporter::countObjects(const std::vector<ObjFile::Object*> &rObjects
return;
iNumMeshes += static_cast<unsigned int>( rObjects.size() );
for (std::vector<ObjFile::Object*>::const_iterator it = rObjects.begin();
it != rObjects.end();
++it)
for (auto object: rObjects)
{
if (!(*it)->m_SubObjects.empty())
if (!object->m_SubObjects.empty())
{
countObjects((*it)->m_SubObjects, iNumMeshes);
countObjects(object->m_SubObjects, iNumMeshes);
}
}
}

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@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
Copyright (c) 2006-2020, assimp team
All rights reserved.

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@ -3,7 +3,7 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
Copyright (c) 2006-2020, assimp team
@ -274,7 +274,7 @@ void ObjFileMtlImporter::getFloatValue( ai_real &value )
// Creates a material from loaded data.
void ObjFileMtlImporter::createMaterial()
{
std::string line( "" );
std::string line;
while( !IsLineEnd( *m_DataIt ) ) {
line += *m_DataIt;
++m_DataIt;
@ -282,7 +282,7 @@ void ObjFileMtlImporter::createMaterial()
std::vector<std::string> token;
const unsigned int numToken = tokenize<std::string>( line, token, " \t" );
std::string name( "" );
std::string name;
if ( numToken == 1 ) {
name = AI_DEFAULT_MATERIAL_NAME;
} else {

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@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
Copyright (c) 2006-2020, assimp team
All rights reserved.

View file

@ -3,7 +3,7 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
Copyright (c) 2006-2020, assimp team
@ -53,6 +53,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <assimp/material.h>
#include <assimp/Importer.hpp>
#include <cstdlib>
#include <memory>
#include <utility>
namespace Assimp {
@ -71,16 +73,16 @@ ObjFileParser::ObjFileParser()
ObjFileParser::ObjFileParser( IOStreamBuffer<char> &streamBuffer, const std::string &modelName,
IOSystem *io, ProgressHandler* progress,
const std::string &originalObjFileName) :
std::string originalObjFileName) :
m_DataIt(),
m_DataItEnd(),
m_pModel(nullptr),
m_uiLine(0),
m_pIO( io ),
m_pIO(io),
m_progress(progress),
m_originalObjFileName(originalObjFileName)
m_originalObjFileName(std::move(originalObjFileName))
{
std::fill_n(m_buffer,Buffersize,0);
std::fill_n(m_buffer, Buffersize,0);
// Create the model instance to store all the data
m_pModel.reset(new ObjFile::Model());
@ -96,7 +98,8 @@ ObjFileParser::ObjFileParser( IOStreamBuffer<char> &streamBuffer, const std::str
parseFile( streamBuffer );
}
ObjFileParser::~ObjFileParser() {
ObjFileParser::~ObjFileParser()
{
}
void ObjFileParser::setBuffer( std::vector<char> &buffer ) {
@ -128,7 +131,7 @@ void ObjFileParser::parseFile( IOStreamBuffer<char> &streamBuffer ) {
processed = static_cast<unsigned int>(filePos);
lastFilePos = filePos;
progressCounter++;
m_progress->UpdateFileRead( processed, progressTotal );
m_progress->UpdateFileRead(processed, progressTotal);
}
// parse line
@ -182,7 +185,7 @@ void ObjFileParser::parseFile( IOStreamBuffer<char> &streamBuffer ) {
getNameNoSpace(m_DataIt, m_DataItEnd, name);
size_t nextSpace = name.find(" ");
size_t nextSpace = name.find(' ');
if (nextSpace != std::string::npos)
name = name.substr(0, nextSpace);
@ -199,7 +202,7 @@ void ObjFileParser::parseFile( IOStreamBuffer<char> &streamBuffer ) {
getNameNoSpace(m_DataIt, m_DataItEnd, name);
size_t nextSpace = name.find(" ");
size_t nextSpace = name.find(' ');
if (nextSpace != std::string::npos)
name = name.substr(0, nextSpace);
@ -274,13 +277,8 @@ static bool isDataDefinitionEnd( const char *tmp ) {
static bool isNanOrInf(const char * in) {
// Look for "nan" or "inf", case insensitive
if ((in[0] == 'N' || in[0] == 'n') && ASSIMP_strincmp(in, "nan", 3) == 0) {
return true;
}
else if ((in[0] == 'I' || in[0] == 'i') && ASSIMP_strincmp(in, "inf", 3) == 0) {
return true;
}
return false;
return ((in[0] == 'N' || in[0] == 'n') && ASSIMP_strincmp(in, "nan", 3) == 0) ||
((in[0] == 'I' || in[0] == 'i') && ASSIMP_strincmp(in, "inf", 3) == 0);
}
size_t ObjFileParser::getNumComponentsInDataDefinition() {
@ -341,7 +339,7 @@ size_t ObjFileParser::getTexCoordVector( std::vector<aiVector3D> &point3d_array
if (!std::isfinite(z))
z = 0;
point3d_array.push_back( aiVector3D( x, y, z ) );
point3d_array.emplace_back( x, y, z );
m_DataIt = skipLine<DataArrayIt>( m_DataIt, m_DataItEnd, m_uiLine );
return numComponents;
}
@ -357,7 +355,7 @@ void ObjFileParser::getVector3( std::vector<aiVector3D> &point3d_array ) {
copyNextWord( m_buffer, Buffersize );
z = ( ai_real ) fast_atof( m_buffer );
point3d_array.push_back( aiVector3D( x, y, z ) );
point3d_array.emplace_back( x, y, z );
m_DataIt = skipLine<DataArrayIt>( m_DataIt, m_DataItEnd, m_uiLine );
}
@ -378,7 +376,7 @@ void ObjFileParser::getHomogeneousVector3( std::vector<aiVector3D> &point3d_arra
if (w == 0)
throw DeadlyImportError("OBJ: Invalid component in homogeneous vector (Division by zero)");
point3d_array.push_back( aiVector3D( x/w, y/w, z/w ) );
point3d_array.emplace_back( x/w, y/w, z/w );
m_DataIt = skipLine<DataArrayIt>( m_DataIt, m_DataItEnd, m_uiLine );
}
@ -393,7 +391,7 @@ void ObjFileParser::getTwoVectors3( std::vector<aiVector3D> &point3d_array_a, st
copyNextWord( m_buffer, Buffersize );
z = ( ai_real ) fast_atof( m_buffer );
point3d_array_a.push_back( aiVector3D( x, y, z ) );
point3d_array_a.emplace_back( x, y, z );
copyNextWord(m_buffer, Buffersize);
x = (ai_real) fast_atof(m_buffer);
@ -404,7 +402,7 @@ void ObjFileParser::getTwoVectors3( std::vector<aiVector3D> &point3d_array_a, st
copyNextWord( m_buffer, Buffersize );
z = ( ai_real ) fast_atof( m_buffer );
point3d_array_b.push_back( aiVector3D( x, y, z ) );
point3d_array_b.emplace_back( x, y, z );
m_DataIt = skipLine<DataArrayIt>( m_DataIt, m_DataItEnd, m_uiLine );
}
@ -417,7 +415,7 @@ void ObjFileParser::getVector2( std::vector<aiVector2D> &point2d_array ) {
copyNextWord(m_buffer, Buffersize);
y = (ai_real) fast_atof(m_buffer);
point2d_array.push_back(aiVector2D(x, y));
point2d_array.emplace_back(x, y);
m_DataIt = skipLine<DataArrayIt>( m_DataIt, m_DataItEnd, m_uiLine );
}
@ -439,9 +437,9 @@ void ObjFileParser::getFace( aiPrimitiveType type ) {
const bool vt = (!m_pModel->m_TextureCoord.empty());
const bool vn = (!m_pModel->m_Normals.empty());
int iStep = 0, iPos = 0;
int iPos = 0;
while ( m_DataIt != m_DataItEnd ) {
iStep = 1;
int iStep = 1;
if ( IsLineEnd( *m_DataIt ) ) {
break;
@ -845,7 +843,7 @@ void ObjFileParser::createMesh( const std::string &meshName )
bool ObjFileParser::needsNewMesh( const std::string &materialName )
{
// If no mesh data yet
if(m_pModel->m_pCurrentMesh == 0)
if (m_pModel->m_pCurrentMesh == nullptr)
{
return true;
}
@ -856,7 +854,7 @@ bool ObjFileParser::needsNewMesh( const std::string &materialName )
&& curMatIdx != matIdx
// no need create a new mesh if no faces in current
// lets say 'usemtl' goes straight after 'g'
&& m_pModel->m_pCurrentMesh->m_Faces.size() > 0 )
&& !m_pModel->m_pCurrentMesh->m_Faces.empty() )
{
// New material -> only one material per mesh, so we need to create a new
// material

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@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
Copyright (c) 2006-2020, assimp team
All rights reserved.
@ -78,7 +78,7 @@ public:
/// @brief The default constructor.
ObjFileParser();
/// @brief Constructor with data array.
ObjFileParser( IOStreamBuffer<char> &streamBuffer, const std::string &modelName, IOSystem* io, ProgressHandler* progress, const std::string &originalObjFileName);
ObjFileParser(IOStreamBuffer<char> &streamBuffer, const std::string &modelName, IOSystem* io, ProgressHandler* progress, std::string originalObjFileName);
/// @brief Destructor
~ObjFileParser();
/// @brief If you want to load in-core data.

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@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
Copyright (c) 2006-2020, assimp team
All rights reserved.